Jump to content
The Dark Mod Forums

Search the Community

Searched results for '/tags/forums/concept/' or tags 'forums/concept/q=/tags/forums/concept/&'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General Discussion
    • News & Announcements
    • The Dark Mod
    • Fan Missions
    • Off-Topic
  • Feedback and Support
    • TDM Tech Support
    • DarkRadiant Feedback and Development
    • I want to Help
  • Editing and Design
    • TDM Editors Guild
    • Art Assets
    • Music & SFX

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

  1. The magic temple / monastery of a new FM concept I'm working on. The flames will be part of the gameplay and represent progress in some form, will address the details as I go.
  2. The current working title is just The Dark Campaign. If you want a little backstory, the idea of this campaign was to introduce all of the major districts and factions of Bridgeport, and give a lot of lore about what's happening in the city and the world. So in that sense it's meant as a kind of ... not official campaign, but the kind of campaign laying down a lot of lore, faction, and setting information on which people can build FMs. But then the story started taking on a life of its own. The concept is the Empire is at war with their neighbors Menoa. In this world, Menoa is an Islamic or Ottoman-like empire counterpart, the Ghazis, to the Catholic-like Builders. (I understand the more official concept of Menoa is different, but either my concept is just different or I'd pick some other empire to do the job.) At the start, the Menoans have Bridgeport surrounded in siege, with constant flaming boulders periodically raining down. So our protagonist Khursand is Pakdamani, which is a counterpart to Persian Zoroasters, with his homeland now fully occupied & harassed by the Menoan Ghazis, although his family has already lived in Bridgeport for several generations, also harassed by Builders but at least not killed or forced to convert (yet). So he's kind of a natural opportunist, no friend of either side, but he speaks both languages of the Empire and Menoans and is willing to work with whoever pays. So the first mission, Shadow of Opportunity, opens with the Menoan district of Bridgeport, where Khursand lives, being walled up into a kind of ghetto to contain them. You've got Menoan friends that want you to help their resistance from the inside, starting with you getting some city plans to the army outside. But as you're getting out, one of the guards they paid off double-crosses you and turns you into the Bridgeport forces. But rather than just executing you, the general gives you the alternative option to work as a double agent on their behalf to bring back intelligence on the Menoan army and do some sabotage on their behalf, which you don't have much choice but to accept. (They're also holding his uncle that raised him hostage.) The next mission has you making contact with the Menoan army and already trying to please both sides in a dangerous tightrope walk, and the story goes on from there.
  3. I would use this massive list for any fan missions, it includes campaigns too: https://www.ttlg.com/forums/showthread.php?t=148090 There are a lot of Fan Missions for the picking, I myself go for the lesser known ones and the short variety, because sometimes they hide a gem or two. Just like jaxa, I'm a bit outdated after the temporal retirement, but I do remember some amazing campaigns like "The Black Frog". If you intend to play The Black Frog, you should play the first two of the L'Arsene series missions, it's how I did it myself. Also, yes, L'Arsene are a fantastic series. The first mission of L'Arsene is a "rough draft", author was a bit new to Thief level making, but still great either way, after the 3rd you will see how his skill increased by a massive amount.
  4. Ambient atmospheres are in my opinion one of the best parts of the Dark Mod experience, not just for getting a mission to have the right feel but also for inspiration and to have them playing in the background when creating maps. The more the merrier, so here's a thread to collect all the links to ambient music and environmental sounds that could have a spot in TDM's setting. Ambients from the TDM forums Gast's Eerie Lullabies Magnanimous Merry's Miscellanea Orbweaver's Dark Ambients Spadey's Ambients Radioteque's Ambients Kyyrma's Composing Ambient Tracks for Dummies - Kyyrma shows how ambient soundtracks can be made from a set of sounds. Also contains some of his finished ambients. Request for more interior sounds - this thread is a very productive community session where members came up with a large and good selection of new ambients. Uncle Peti's Sound Den Dragofer's Ambients - post #6 in this thread SeriousToni's Ambients - posts #8, 12, 15 and 19 in this thread Ambients from the TTLG forums Custom resources list Gigagooga's Ambients 1 - possibly the largest pack of ambient musics and nature sounds, all of them high quality. Gigagooga's Ambients 2 - this pack puts more weight on shorter swells/hits/pads to be layered on top of a subtle ambient. Gigagooga's Ambients 3 Yandros' ambient loop Sephy's Ambients - a large collection of ambient pieces, including many shorter ones which will be valuable for anyone wanting to try a layered ambience approach like in the Thief OMs and Full Moon Fever. Internet databases www.freesound.org - some of the better composers in my opinion are ERH and BrandonNyte. www.purple-planet.com - a large selection of all kinds of ambient and musical soundtracks to be used freely. www.darkwinter.com - an internet label that publishes a lot of dark ambient music under a Creative Commons license. www.endlessascent.com - sister website of Darkwinter for non-dark ambients. Youtube Asatru Dark - also has very nice reference images for outdoor stone memorials, statue arrangements etc. #4 Void by Raffaele du Marteau & #6 Dreaming of Nowhere by Raffaele du Marteau - possibly the most forlorn pieces I've found on the internet. Alacazam - a prolific Creative Commons ambients composer . Cryo Chamber - for-profit label for dark ambient music with a large selection on offer. Going by their Youtube comments they're fine with people using their soundtracks for games etc., although you'd probably need to buy the soundtracks first. Dark Ambient Mixed Session - as much ambient as something to have in the background while mapping.
  5. So, already a few weeks ago, I started writing a Pagan vocal script concept. I took the master template for new VS-s, wrote down ideas already brainstormed on the side, then read closely through the VS to see where some would fit, and what other lines I could insert and expand upon. I try to keep the lines short and snappy, but interesting enough. Before I even started, I read all the past discussions on this topic, made notes of other peoples' existing suggestions. Just to have a point of comparison, both for what I might try for my script, and for what I wouldn't (because it would not fit tonally). Much has been discussed on how to avoid making the Pagan characters sound like caricatures, either in speech style, or in overdone references to nature/deities/etc. They're not meant to be "New Age tree-hugger hippies", they're meant to be realistic-sounding individuals. As The Dark Mod's lore includes nuances such as Pagans being not only some yet-untamed "barbarian" tribesmen outside of the Empire, but also some hidden Pagans among the commoners in cities/towns and villages/rural hamlets, I had to account for that while putting together the script. You'll see more of my rationale once I expand this post in the near future, when I have the concept script fully ready. For the time being, let's just say I tried to avoid too many overt references to nature and pre-Builder folk religion. Ergo, as it wouldn't make sense for an urban Pagan from the City's narrow alleys and slums to talk about, e.g. mighty stags on a forest meadow (or something like that), I try to make any and all nature references more down-to-earth and subtle. Example, AI alerted and searching for a hiding tresspasser: "Where have you scurried to, little mouse ? Where, oh where, have you scurried to ?" No diminutives, no plant and magic references in every second word, but you still have this vague indication the guy in question might be more of a nature-worshipper in private than a Builder monotheist. (Not that Builder-faithful wouldn't have an appreciation for nature, it's just that the views of it would differ somewhat, on a psychological/cultural level.) There are some lines about spirits or natural forces and so on too, but most of the other lines are such that they could work for any commoner in a rural or urban setting. ---- This entire vocal script concept is readable below. For the sake of quicker readability, I have divided the entire overview with the use of spoilers, based on the sections of the vocal script. ---- BASIC INFORMATION ON THE VOCAL SCRIPT ("Pagan male / Tribesman") AI STATES: Relaxed AI STATES: Alert These barks are meant to tell the player that the AI has seen or heard something. AI STATES: Searching COMBAT AND PURSUIT FINDING EVIDENCE You have found or observed something that looks out of place. You aren't seeing or hearing the intruder directly, but something that might be a sign that one was here earlier. Greetings Since greetings can be made to friends or strangers, delivery should be fairly neutral. Also, there's no way to know whether the AI have seen each other once or twenty times before greeting each other, so typical "hello" greetings should be limited in favour of casual comments or questions that can be answered 'yes'. Greetings are not exchanged between sitting characters, so assume that the greeting is a quick one as AI pass each other. Not every greeting is needed for every vocal character. The thug, for example, has special greetings for female characters because he's a sexist pig, but not every character needs those. ---- Feedback ? I'd like to ask you to provide your own constructive criticism now. Feel free to provide feedback on the lines, try to give me constructive criticism on what could be improved, added, dropped, changed. I'm all ears. Sink your nitpicky teeth into this vocal script proposal. Final note Besides this particular VS, I also have one/two more in development, and I plan to start work on them soon.
  6. Unfortunately, TDM forum deletes the separator between the numbers. So I have to guess where one number ends and the next starts Also, user can rename screenshot manually, or push it through something that would rename it automatically. Thenwe won't see coordinates on screenshot address on forums.
  7. tdm_show_viewpos cvar and screenshot_viewpos command: https://forums.thedarkmod.com/index.php?/topic/22310-212-viewpos-on-player-hud-and-screenshots/
  8. DarkRadiant 3.8.0 is ready for download. What's new: Feature: Support new frob-related material keywords Improvement: Mission selection list in Game setup is not alphabetically sorted Improvement: Better distinction between inherited and regular spawnargs Improvement: Silence sound shader button Improvement: Add Reload Definitions button to Model Chooser Fixed: Model Selector widgets are cut off and flicker constantly on Linux Fixed: DarkRadiant will not start without Dark Mod plugins Fixed: GenericEntityNode not calculating the direction correctly with "editor_rotatable" Fixed: RenderableArrow not drawing the tip correctly for arbitrary rotations Fixed: Light Inspector crashes on Linux Fixed: Models glitch out when filtering then showing them Fixed: Skin Editor: models not centered well in preview Fixed: "Copy Resource Path" includes top level folders Fixed: Skin Editor: internal test skins are shown if Material Editor was open previously Fixed: Changing Game/Project doesn't update loaded assets correctly Fixed: Model Chooser: initially hidden materials aren't revealed when enabling them Fixed: Choosing AI entity class 'atdm:townsfolk_commoner_update' causes crash Fixed: Sporadic assertion failure on shutdown due to LocalBitmapArtProvider destruction Fixed: Prefab Selector spams infinite error dialogs on Linux Windows and Mac Downloads are available on Github: https://github.com/codereader/DarkRadiant/releases/tag/3.8.0 and of course linked from the website https://www.darkradiant.net Thanks to all the awesome people who keep using DarkRadiant to create Fan Missions - they are the main reason for me to keep going. Please report any bugs or feature requests here in these forums, following these guidelines: Bugs (including steps for reproduction) can go directly on the tracker. When unsure about a bug/issue, feel free to ask. If you run into a crash, please record a crashdump: Crashdump Instructions Feature requests should be suggested (and possibly discussed) here in these forums before they may be added to the tracker. The list of changes can be found on the our bugtracker changelog. Keep on mapping!
  9. Relax @Näkki, it's great to hear you enjoyed the game. My personal expectations were just a bit different when I read the Steam page, although the various trailers should have been a warning that stealth maybe wasn't the biggest priority of the devs. From the Steam page: "Weird west legends meet eldritch horror in BLOOD WEST, an immersive stealth FPS." Also "Blood West is a stealth FPS inspired by the genre classics such as the Thief series (whose fans will be happy to hear the voice of Stephen Russell, the actor voicing the master-thief Garrett, returning here as the protagonist), S.T.A.L.K.E.R. games, or - from the contemporary catalog - Hunt: Showdown. The gameplay rewards the careful approach: scouting the area, stalking your enemies, and striking from the shadows. Can you figure out a way to clear a fort full of ghouls and monsters without raising an alarm?" From my personal experience I think the game is predominantly Hunt: Showdown, a bit of S.T.A.L.K.E.R. and a very small portion Thief. Stealth is very unforgiving and makes it almost impossible early game when there are various enemies around, but hey maybe I just suck at it. I don't see Deus Ex in it, unless the skill leveling is the Deus Ex part for you and then I have to disagree with you, as that seems like the trait system in Hunt: Showdown. Edit: What I also understood from the Steam forums is that the original VA was dropped close before the release of the full version and replaced by Russell with no real explanation from the devs why this was done.
  10. So, if I understand you, no Thief Gold FM does sound and text notifications of completed objectives? The missions in The Black Parade surely did. I'm completely confused now. I was sure that original Thief Gold had those objective complete notifications (at least the sound). Reading this thread suggests otherwise though: https://www.ttlg.com/forums/showthread.php?t=132977
  11. Greetings everyone! I recently got into TDM and am already having a lot of fun playing through and ghosting missions. However, coming from Thief, I am mostly relying on the rules and my experience with that game, while there are clearly differences in how TDM works. Right now, there is talk in the ghosting discussion thread on TTLG to amend the ruleset and include clarifications pertaining to TDM. So I wanted to drop by and ask: is there an active TDM ghosting community already and have any rules for this playstyle been developed? I would also like to ask someone to take a look at the draft of this addendum to see whether everything looks correct: https://www.ttlg.com/forums/showthread.php?t=148487&page=16&p=2473352&viewfull=1#post2473352 Thanks!
  12. I realized a fun change we could consider for the lightgem, which should also be fairly easy to implement if agreed upon. We know how aside from the amount of light shining on the player, some FM's increase the lightgem based on movement and crouching, you become more visible while walking and especially when running. I'd like to ask if anyone thinks we should additionally support a slight increase to the lightgem based on mouse movement. Explaining how the idea came to mind is the best way to illustrate why I feel it would make the experience more fun. The player often hides in a dark corner waiting for a hostile AI to pass right by as they patrol: In any real scenario you'd be holding your breath as to not make any sound or the slightest movement, even breathing would stand out slightly and could get you spotted. Thus from a perspective of realism, it feels out of place that I can zoom the mouse all over without any consequence... merely turning your head would draw a bit of attention, let alone looking behind which implies the player turning their whole body around. Meanwhile from a gameplay perspective, it could be a welcome challenge having to not move the mouse when a guard is right next to you, keeping your mouse steady similar to how you'd hold your breath as you wait till the danger passes to look away... this would feel more exciting and add a new form of tension, especially as many players complained the AI feels too easy even on the highest difficulty settings. Obviously the increase should be minuscule, possibly just 1 lightgem point: We don't want players feeling they can't look around while hiding, just not doing it too much when an enemy is right in your face. The best way seems like making it based on the movement speed: Moving the mouse very slowly could have no penalty, whereas jerking it suddenly could increase the lightgem by a few points so even in total darkness the AI sees something and may even catch you if you keep looking around rapidly while next to them. Another debate is whether this should be a spawnarg new missions have to configure, similar to some existing visibility properties and lightgem offsets. Personally I'm in favor of defaulting it to a low value, just 1 lightgem point increase if it's fixed or something like 3 if it's speed based. Alternatively we could tie it to the difficulty setting... if it's controversial maybe just implement it as a hidden cvar we can try out? Very curious what you think so let me know your thoughts, I'd definitely like to at least see the concept tested!
  13. A Problem Arises I've paused subtitling of the Lady02 vocal set, because of a problem with the voice clips described here: https://forums.thedarkmod.com/index.php?/topic/21741-subtitles-possibilities-beyond-211/&do=findComment&comment=490151 While a way forward is being determined, I'll work on a different vocal set. Maybe manbeast, for which Kingsal just provided me the voice script.
  14. Of course, it is one of the reasons for the decline of online forums, since the advent of mobile phones. Forums on a mobile are a pain in the ass, but on the other hand, for certain things there are no real alternatives to forums, social networks cannot be with their sequential threads, where it is almost impossible to retrieve answers to a question that is asked. has done days ago. For devs for internal communication, the only thing offered is a collaborative app, such as System D (not to be confused with systemd). FOSS, free and anonymous registration, access further members only by invitation, full encrypted and private. https://www.system-d.org
  15. Black Parade is released ! https://www.ttlg.com/forums/showthread.php?t=152429
  16. Body awareness please. https://forums.thedarkmod.com/index.php?/topic/20013-are-you-gonna-add-this/
  17. I loved it. Awesome game. I faceplanted at the people who asked for quest markers in the Steam forums there... Herr, lass Hirn regnen. The game is so great, and so true to the original, because it doesn't hold your hand. When is the new breed of gamers gonna learn.
  18. Hope I'm not being too off-topic for this thread, but I was playing a lovely new FM and something I saw reminded me of another reason why I hate MSAA apart from bad performance: It doesn't even always do the job right, including (but not limited to) to fixing pixel-sharp patterns on textures. Zoomed in for a close look and to catch a good example, see at full res. Seems to be the bumpmap in this case. Possibly caused by the texture being so high-res it surpasses the screen resolution so there's no blurring any more? I set MSAA to 4x and it didn't affect it. Which makes sense since I'm sure it only handles geometry and has no concept of textures. It would further be great if we had an alternative form of AA, which weren't just cheaper than MSAA but also handled sharp pixels on textures including alpha edges alongside geometry edges: Right now I think we have no fix to that grain.
  19. That was just a proof of concept of a simple point I was trying to test, namely whether a collection of short notes presented locally are more effective than a big block of text read earlier. It seems that it is. I don't have the skills to take on the whole thing. If there was a community effort to re-make it I'd definitely want to be involved though.
  20. So giving it none of those tags, but making the AI invisible, silent, non-solid, and on a team neutral to everyone would not work? Oh well, it was a horrible inelegant idea anyway.
  21. https://en.m.wikipedia.org/wiki/Context-sensitive_user_interface “At the simplest level each possible action is reduced to a single most likely action” The entire concept of frobbing is already about context, not about consistency across all interactions. It is probably one of the very first examples of a complex context sensitive input in a first person game - something which is ubiquitous now. Again thief, deus ex, dishonored all all have a single frob input, manage to use this inconsistently to both pick up physics objects AND shoulder bodies with this one input, and this confuses no one. (dishonored does have text cues) Further this thread was about features specifically designed to help struggling new players. I see the same feedback over and over again, but so far only one person has mentioned any alternatives which could help them.
  22. Horror themed fan mission - exploration of seemingly deserted keep in the middle of swamps. Spiders, undead, darkness. ----------------------------------------------------------------------------------------------------------------------------- This is the story about the fate of my family. My uncle, Ralph Mac Roberts, is the baron of a keep nestled deep within the Rahenaen marshes. It was once an important outpost tasked with guarding one of the few Builder roads that cross the marsh, but after the Inventor`s Guild built a system of nearby dams that flooded the whole land, the road closed and there was no longer anything to watch over anymore. The keep itself needed reinforcement against the raising water level and the trade routes become almost impassable, not only for the carriages but for lone couriers as well. There hadn`t been any messages coming from the keep for over a year and my father was about to assemble a caravan so he could go on an expedition to the keep himself. However, in the middle of the night before he was set to leave, a carrier pigeon landed on his windowsill. My father received the letter and read the apologies from my uncle and his family, excusing their long absence. As a way to make reparations for their extended silence, my uncle invited me to the keep to stay there for a fortnight or so. My uncle had instructed me to leave my horse three leagues away from the keep by the nearest charcoal burning hut and hike the remainder of the road on foot, as the trek through the marsh is treacherous for horses. The weather will be awful this time of year, but my father insists that I should go anyways to ensure that our relatives are okay. These plains become dreadfully deserted - to the point where you more expect to meet the dead than the living. And by the way - I think I`m lost. ----------------------------------------------------------------------------------------------------------------------------- Download link: https://1drv.ms/u/s!Aj1DVS465udZgVkXteBbr6cUxdPH Thanks: to the TDM team for great tools, and all the contributors for their assets, to betatesters: Amadeus, Bienie, Boiler's_hiss, Dragofer, Filizitas, Judith, nbohr1more, s.urfer, again to Amadeus for proofreading and text tweaks, and to all the players for their time! Few screenshots: http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=434716 http://forums.thedarkmod.com/topic/10003-so-what-are-you-working-on-right-now/?p=429558 http://forums.thedarkmod.com/topic/19886-fm-marsh-of-rahena-beta-testing/?p=434507 Enjoy! Walk-through !major spoilers! Finding a way across the marsh area: Getting inside: Bed objective: Light sources: Maps: Enemies: Room objective: Hut objective: Sealed objective: Gold: Key: Bodies:
  23. By way of introduction, Penny Dreadful is a fan mission series dealing with the exploits and misfortunes of Gerald Foxley, lowlife and common opportunist. To stick with the theme of lurid and disreputable pulp literature, these missions were planned to be nasty, brutish and short, which sort of worked in PD1, was not entirely working in PD2, and went out the window with PD3, which ended up much bigger than I ever expected. The series also allows me to experiment with gameplay ideas which do not completely fit TDM standards: Foxley is slightly worse at stealth than the TDM baseline, and can't pick locks: you will need to find different ways of getting into places. In the first episode, The Grail of Regrets, what started out as a routine case of extortion ended with Gerald in the possession of the eponymous Grail. In the second, All the Way Up, these newfound fortunes proved to be shorter than anticipated, as Messer Montrose, a corrupt nobleman, and his ally, the local Bailiff conspired to rob Foxley of the prize to further their own ends. The Grail is now in the hands of Archibald Flint, a powerful crime boss ruling from a mansion on Fiddler's Hill, an infamous den of thieves. However, to get close to him, Foxley has to remove a few obstacles in the way... Erasing the Trail "Kill a man and take his life; wound him, and restore his pride." -- alleyway proverb. "In a city where every window is an eye and every doorway a whispering mouth, it is hard to keep a secret. When I learned of crime lord Archibald Flint's involvement in robbing me of the Grail of Regrets, I knew I'd have to strike quick, and strike first. But I failed. By the time I got near his place on Fiddler's Hill, every gate to his hilltop mansion was locked, every alley patrolled by thieves eager to kill. Two days later, I watched my tenement go up in smoke and flames. The hunt was on, and it wouldn't be over until they'd have their quarry dead or captured. Flint's main enforcer is a man named Grunt, known to communicate in written orders after his throat was cut in some altercation... a real bloodhound. I will have to deal with him one way or another to get the heat off of my back, and allow me to reach Flint himself... Flint is also looking for my dead body, and I'm planning to have it delivered right to his doorstep. Another underworld figure, Almsmaster Quandt, lives a few streets from Grunt's mansion, and he is said to be my spitting image, an uncanny resemblance. Wonder if Flint will recognise the difference... well, time to find out. Sometimes the only way to deal with a hornet's nest is to kick it over. This night, I am back in the middle of it. I have already run into a pair of sentinels, but I slipped into a small garden and jammed the lock behind me with a bit of wire. Hope they don't raise the whole neighbourhood, or this will be over real quick. Time to get moving." Download links: Mega (200 MB)mission downloader!***Performance warning***: as usual, this mission pushes the limits a bit (although less than PD2). The hardware requirements exceed the TDM baseline, and the loading time is fairly long. Optimalisation should be credited to Bikerdude, while the remaining problems are all mine. High-resolution player map (for printing, etc.): Notes: Erasing the Trail is intended to be an open-ended city exploration mission, where you can approach your objectives from multiple angles, and discover multiple solutions to complete them; some more straightforward, some more obscure.Gerald Foxley is a rank amateur who can't pick locks. You will have to find alternate means to break into places.There is no poll to rate the mission because I do not believe in them. Your comments are welcome in writing, however!You can find my concept art in the PK4 file. These images obviously contain heavy spoilers.This mission series predates, and is thus unrelated to the Penny Dreadful TV series. Special thanks: to our testers, Aluminumhaste, Kingsal, Nbohr1more, Oldjim, Skacky and Premier; gigagooga for several new ambient sounds, and sound conversions (Fabrice Hautecloque from Ishar III, tension loops from Golgo 13: the TV series);Yandros, Bikerdude and Goldchocobo for voice acting;epifire! for custom models;The Canon Texture project for texture work.
  24. Public release v1.7.6 (with Dark Mod support) is out. Improvements since the final beta 14 are: Fixed a few remaining bugs with zip/pk4 support. Game Versions window now properly displays TDM version. Import window no longer has a vestigial off-screen TDM field (because TDM doesn't need or support importing). Web search option is now disabled if an unknown/unsupported FM is selected. If an FM with an unknown or unsupported game type is selected, the messages in the tab area now no longer refer to Thief 3 ("Mod management is not supported for Thief: Deadly Shadows"). The full changelog can be viewed at the release link. The de facto official AngelLoader thread is here: https://www.ttlg.com/forums/showthread.php?t=149706 Bug reports, feature requests etc. are usually posted there. I'll continue following this thread though. Thanks everyone and enjoy!
  25. Not so long ago I found what could make a pretty good profile picture and decided to try it out on these new forums. But I couldn't find a button anywhere that would let me change it. I asked on Discord and it seems Spooks also couldn't find anything anywhere. So I logged into an old alternative account and, lo and behold, that account has a button. This is on the first screen I get when I: 1) click on my account name in the top-right of the browser -> 2) click on 'profile'. Compared to my actual account: Are you also missing this button on your account? It'd be very much appreciated if that functionality could be restored to any of the affected accounts.
×
×
  • Create New...